﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


using System;

namespace Tesla.Graphics {
    /// <summary>
    /// Interface representing a complete set of shaders (e.g. vertex/pixel) that
    /// specifies how to render geometry.
    /// </summary>
    public interface IEffectPass {

        /// <summary>
        /// Gets the name of the pass.
        /// </summary>
        String Name {
            get;
        }

        /// <summary>
        /// Gets the collection of annotations that decorates the pass.
        /// </summary>
        IEffectAnnotationCollection Annotations {
            get;
        }

        /// <summary>
        /// Applies the pass to the device. This sets up the rendering state before
        /// geometry rendering commences.
        /// </summary>
        void Apply();
    }
}
